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I could say that using ETC1 or any other compression will surely improve your memory usage but will NOT improve your CPU/GPU usage. See uncompressed file formats can be used without any additional processing whereas compressed ones must be decompressed (processing impact) first. If you would reuse (and not load up every time) those textures would act just as any others (inside memory they are all raw in RGBA form).

FPS could be improved by reducing work on your GPU (like reducing rendered polygon count, using less/more simple shaders, using less draw calls (most important)). But changing the way your textures are stored will have impact only on: build size (storage), GPU/CPU load on decompression. I may be wrong in some cases, but compression is used mainly for reducing memory footprint and has nothing (very little) to do with your fps.

And remember kids: Early optimization is root to all evil!

Edit 1: Also bear in mind that using any kind of compression method does not come free. The space saved is not magic! You will lose quality. More space you save - more distorted images you will have. It is a general rule to not use any kind of compression for UI elements if they must be pixel-perfect or contain text.

I could say that using ETC1 or any other compression will surely improve your memory usage but will NOT improve your CPU/GPU usage. See uncompressed file formats can be used without any additional processing whereas compressed ones must be decompressed (processing impact) first. If you would reuse (and not load up every time) those textures would act just as any others (inside memory they are all raw in RGBA form).

FPS could be improved by reducing work on your GPU (like reducing rendered polygon count, using less/more simple shaders, using less draw calls (most important)). But changing the way your textures are stored will have impact only on: build size (storage), GPU/CPU load on decompression. I may be wrong in some cases, but compression is used mainly for reducing memory footprint and has nothing (very little) to do with your fps.

I could say that using ETC1 or any other compression will surely improve your memory usage but will NOT improve your CPU/GPU usage. See uncompressed file formats can be used without any additional processing whereas compressed ones must be decompressed (processing impact) first. If you would reuse (and not load up every time) those textures would act just as any others (inside memory they are all raw in RGBA form).

FPS could be improved by reducing work on your GPU (like reducing rendered polygon count, using less/more simple shaders, using less draw calls (most important)). But changing the way your textures are stored will have impact only on: build size (storage), GPU/CPU load on decompression. I may be wrong in some cases, but compression is used mainly for reducing memory footprint and has nothing (very little) to do with your fps.

And remember kids: Early optimization is root to all evil!

Edit 1: Also bear in mind that using any kind of compression method does not come free. The space saved is not magic! You will lose quality. More space you save - more distorted images you will have. It is a general rule to not use any kind of compression for UI elements if they must be pixel-perfect or contain text.

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I could say that using ETC1 or any other compression will surely improve your memory usage but will NOT improve your CPU/GPU usage. See uncompressed file formats can be used without any additional processing whereas compressed ones must be decompressed (processing impact) first. If you would reuse (and not load up every time) those textures would act just as any others (inside memory they are all raw in RGBA form).

FPS could be improved by reducing work on your GPU (like reducing rendered polygon count, using less/more simple shaders, using less draw calls (most important)). But changing the way your textures are stored will have impact only on: build size (storage), GPU/CPU load on decompression. I may be wrong in some cases, but compression is used mainly for reducing memory footprint and has nothing (very little) to do with your fps.